Nico de Poel
5ed7a5279b
Progressed implementation of reactive mask generation pass.
Added temporary RT to contain the generated reactive mask, bind it to the FSR2 inputs, and made it available as a toggle on the script.
3 years ago
Nico de Poel
158d5bc176
Perform render scaling by manipulating the Camera viewport rect, which removes the need for a second game object and camera altogether.
This eliminates the stupid full screen quad drawing that the second camera was doing, while also making the entire setup a lot simpler.
3 years ago
Nico de Poel
c1326fc261
Added some comments to the main FSR2 classes
3 years ago
Nico de Poel
8ceffcadd1
Further cleanup and small details
3 years ago
Nico de Poel
86c16e3694
- Replaced all input/output parameters with RenderTargetIdentifiers, allowing more flexibility in how these resources are assigned
- Cleaned up main MonoBehaviour ahead of a big refactor, and added camera event-based command buffers to set opaque-only and motion vector resources
3 years ago
Nico de Poel
1a0945a283
Allow FSR2 commands to be added to a CommandBuffer passed in externally
3 years ago
Nico de Poel
84c02a1110
ExecuteCommandBuffer needs to be done last, otherwise the commands to release temporary RTs won't be executed and they'll be cleared on the next frame. Oops.
3 years ago
Nico de Poel
903c2f71f3
Updated code to make it compatible with Unity 2020.1, i.e. the oldest version that's technically usable.
3 years ago
Nico de Poel
141a4a8335
Added a bit of missing resource management
3 years ago
Nico de Poel
0f584b1098
Implemented generate reactive pass, which can be used separately from the main FSR2 upscale process.
Untested still, but its fairly straightforward.
3 years ago
Nico de Poel
e624b61ea5
Removed all of the TCR auto-generation stuff, as I have no intention of actually supporting this anytime soon
3 years ago
Nico de Poel
0f5f3d9a69
Bits and bobs
3 years ago
Nico de Poel
2440486872
Implemented resource clearing logic on first execution and reset
3 years ago
Nico de Poel
13eb24289e
Initial implementation of accumulation pass. It's doing... something but it's definitely not correct yet.
Changed scene luminance into a persistent RT, since that makes it easier to control mipmaps and bind specific mip levels.
3 years ago
Nico de Poel
d044cf2789
Moved resources into their own source file, to make it easier to pass them to pipelines in bulk. Added creation of resources for the accumulate pass.
3 years ago
Nico de Poel
6b74532793
Some cleanup and a few small details
3 years ago
Nico de Poel
650e805af8
Combined color and depth into a single dispatch parameter, which makes it easier to follow what's going on at the various stages.
3 years ago
Nico de Poel
d607b1bf5a
Apply jitter offset to dispatch parameters
3 years ago
Nico de Poel
56da810b50
Implemented lock pass
3 years ago
Nico de Poel
34598f3900
Moved default exposure and reactive resources to Fsr2Context
3 years ago
Nico de Poel
934a3d60fa
Implemented depth clip pass. Solved the problem of UAV/SRV name mismatch by monkey-patching the relevant shaders. Added default reactive mask.
3 years ago
Nico de Poel
834c396321
Color, depth and motion vectors are now provided as regular texture inputs to the compute shaders, by blitting them from the game camera ahead of time.
3 years ago
Nico de Poel
8633cdcfc2
Initial implementation of Reconstruct & Dilate pass. Got a pretty decent way of dealing with double-buffered resources.
Uploading Lanczos table in R16_SFloat format using pre-normalized values.
Fixed frametime delta being converted improperly.
3 years ago
Nico de Poel
1b41f6b2d7
Provide pipelines with the entire context description, which makes intiialization a bit simpler. Also provide it when registering resources so that the corrext *max* render size can be used. Started on the reconstruct depth pipeline.
3 years ago
Nico de Poel
16f529bce8
Made shading change mip level into a reusable const value, and fixed mip sizes for exposure RTs.
Actually tested the output of the luminance pyramid shader now and it seems to be working.
3 years ago
Nico de Poel
cd414d75f1
Register aliasable UAV resources globally, before and after scheduling shader dispatches, so that all compute shaders can make use of them but without requiring a whole lot of additional resource management code.
3 years ago
Nico de Poel
9489a19cd8
Progress on managing resources. Compute luminance pyramid shader is starting to do something.
Also looked at the Lanczos LUT resource and ran into some roadblocks there.
3 years ago
Nico de Poel
16055d7dd9
Continued pipeline implementations: declaring all input/output bindings using shared resource IDs.
3 years ago
Nico de Poel
913c5879fa
Started work on luminance pyramid and acculumate pipelines.
Added keywords for customization options to the compute shaders using multi_compile_local.
3 years ago
Nico de Poel
08e034584c
Reorganized context and dispatch code:
- Resource binding and shader dispatch is now done in separate Pipeline classes per stage, mirroring the design of the original FSR2 code.
- Moved some classes and structs around to make them available outside of the Fsr2Context class.
3 years ago
Nico de Poel
70dc9e29d4
Use a CommandBuffer to queue up commands and dispatch them all in one go
3 years ago
Nico de Poel
ce66799787
Implemented pretty much all of the constant buffer setup during dispatch.
3 years ago
Nico de Poel
3dba9d1fa4
Implemented a few more things that are new in FSR 2.2
3 years ago
Nico de Poel
a576f94e95
A bit of reorganization in how shaders and buffers are created and destroyed.
Also using Unity's system info to decide on inverted depth or not.
3 years ago
Nico de Poel
a1086edfe3
Updated C# bindings so far for the changes in FSR 2.2
3 years ago
Nico de Poel
4fafe1c868
Bunch of initialization stuff; all compute shaders are now being loaded and some initial CB values are being generated
3 years ago
Nico de Poel
4d6a47a03c
Reworked creation and dispatch to use description classes to pass parameters, designed similar to how the original FSR2 library does things, but adapted slightly to fit the Unity context.
3 years ago
Nico de Poel
fc233b935f
Moved all compute shader-related code to the Fsr2Context class, renamed FSR2Thing to Fsr2Controller and made the callbacks a static field in the Fsr2 class.
It's becoming more clear now who is responsible for what, and where things should be implemented.
3 years ago
Nico de Poel
1aa6e1f90d
Reorganization: created new class for main FSR2 entry points, enums and helper functions. Created a stub Fsr2Context class. Moved jitter helper functions into main FSR2 class. Translated a couple more helper functions.
3 years ago